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Recommended Items
Runes: Safe vs All-In (losing 2v2)
1
2
3
4
Resolve
Inspiration
+10% Attack Speed
+6 Armor
+6 Armor
Spells:
1
2
3
Standard/Winnable lane
Flash
Ignite
Items
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ashe
She kinda just runs your ass down. Can't reach her. Her W seems to always hit you even if you stand behind minions. And once she's level 6, you have to position so carefully in lane or die to ganks with her arrow setup.
Aphelios
Hard scaling ADC, scaling support, seems like a good combo.
Ideal
Strong
Ok
Low
None
Aphelios
Hard scaling ADC, scaling support, seems like a good combo.
Champion Build Guide
ALL ITEM SUPPORT CHANGES
We're on the new patch! Here's a list of all the changes. Some items have different build paths, but only give more or less stats, and some give completely different stats. I'll be talking about the later as it would be something new to work with, rather than just a slight increase/decrease of stats. Lets get started! Hover over the item name to see what it does! Check the ITEMIZATION tab to see if these items are good for
Lulu!
NEW -
Echoes of Helia
- This is a fantastic item for players who love to play aggressively as an enchanter.
- When it says "dealing damage" to get Soul Shards, it includes auto-attacks as well, which is great because auto-attacking mid-late game as an enchanter tends to do very little.
- Also "dealing damage", is based on a single ACTION that deals damage, not from each source of damage. For example:
Lulu auto attacks and deals damage, which then her passive
Pix, Faerie Companion deals damage. You get 1 soul shard.
Lulu uses E -
Help, Pix! on an enemy, and triggers
Scorch and
Summon Aery. You get 1 soul shard.
In both examples, it was 1 ACTION, then a bunch of stuff triggers. So each ACTION of damage, grants you 1 soul shard.
CHANGED -
Moonstone Renewer
- 200 gold cheaper
- This requires TWO allies to be near each other for the passive to trigger. Which means, if it's just you and 1 other person, this passive does NOTHING.
BUFFED -
Locket of the Iron Solari
- 200 gold cheaper
- Changed build path
BUFFED -
Evenshroud
- 200 gold cheaper
- Changed build path
BUFFED -
Shurelya's Battlesong
- 200 gold cheaper
- Slightly lower stats and movement speed on passive.
BUFFED -
Radiant Virtue
- 500 gold cheaper
- Lowered base stats.
CHANGED -
Imperial Mandate
- Is now a Legendary, and not a Mythic.
- 200 gold cheaper
- Different build path, no more HP, but more AP.
- Passive does less damage.
CHANGED -
Ardent Censer
- 200 gold cheaper
- Lowered base stats
- Now gives movement speed
- Passive gives more attack speed and deals more damage.
- Different build path
CHANGED -
Staff of Flowing Water
- 200 gold cheaper
- Lowered base stats
- Now gives movement speed
- Passive gives more ap
- Different build path
BUFFED -
Chemtech Putrifier
- 200 gold cheaper
- Adjusted stats
CHANGED -
Redemption
- No longer gives Ability Haste
- Different build path
- Stronger active heal
- Now gives Health Regen
CHANGED -
Mikael's Blessing
- Now gives HP
- No more Magic Resist
- Now gives Health Regen
- Active heals a bit more
- Different build path
ADJUSTED -
Abyssal Mask
- 600 gold cheaper
- No more
Catalyst of Aeons passive
- Less hp, more magic resist.
- Different build path
BUFFED -
Zeke's Convergence
- Different build path
- 200 gold cheaper
CHANGED -
Knight's Vow
- 100 gold cheaper
- Lowered base stats
- Now gives Armor
- Passive damage redirect does more to you
- Different build path
CHANGED -
Vigilant Wardstone
- Now BUILDS from
Watchful Wardstone
- 1200 more gold
- Passive gives more bonus stats.
- Now gives Mana Regen.
ADJUSTED
Watchful Wardstone
- No longer automatically upgrades to
Vigilant Wardstone
- Now gives Mana Regen
- Now gives bonus stats.
NEW -
Lifewell Pendant
- An Armor/Hp/Ability Haste recipe item towards Tank support items.
NEW -
Chalice of Blessing
- An HP/Mana Regen/Health Regen recipe item towards Enchanter support items.
My thoughts and opinion:
- Overall, I like how almost everything is cheaper (even if it they give a bit less stats) so that I can get to actually completing items more often.
-
Echoes of Helia is probably overtuned and I can see it being very strong for a while.
- I like almost all the changes and adjustments, except for
Redemption no longer giving Ability Haste.
- Really excited
Knight's Vow gives Armor now as there wasn't really a support Armor item outside of
Zeke's Convergence. So having another option is nice.
- On the flip side,
Mikael's Blessing no longer gives magic resist, but it does give HP instead, which more often than not, will be more beneficial.
- I think
Abyssal Mask is an insanely good item now, and given the right situations, is probably OP.
-
Ardent Censer and
Staff of Flowing Water now gives movement speed feels so good, as they sometimes felt like really underwhelming buys for completing an item.
-
Imperial Mandate now being a Legendary doesn't really change much, except just make
Nami better, as she can now build
Echoes of Helia to stack burst damage.
-
Vigilant Wardstone getting changed was a huge bummer as it was a massive spike when it transformed from
Watchful Wardstone. It just gave so many raw stats and it was so cheap for a Legendary item.
-
Chemtech Putrifier probably still sucks.
-
Moonstone Renewer looks like it REALLY sucks and looks absurdly conditional.
- I think
Lulu has benefitted from these changes and I can't wait to try out the changes!
Overall, I say, great job and I can't wait to play it all out!

Mythics
NEW -

- This is a fantastic item for players who love to play aggressively as an enchanter.
- When it says "dealing damage" to get Soul Shards, it includes auto-attacks as well, which is great because auto-attacking mid-late game as an enchanter tends to do very little.
- Also "dealing damage", is based on a single ACTION that deals damage, not from each source of damage. For example:






In both examples, it was 1 ACTION, then a bunch of stuff triggers. So each ACTION of damage, grants you 1 soul shard.
CHANGED -

- 200 gold cheaper
- This requires TWO allies to be near each other for the passive to trigger. Which means, if it's just you and 1 other person, this passive does NOTHING.
BUFFED -

- 200 gold cheaper
- Changed build path
BUFFED -

- 200 gold cheaper
- Changed build path
BUFFED -

- 200 gold cheaper
- Slightly lower stats and movement speed on passive.
BUFFED -

- 500 gold cheaper
- Lowered base stats.
LEGENDARY
CHANGED -

- Is now a Legendary, and not a Mythic.
- 200 gold cheaper
- Different build path, no more HP, but more AP.
- Passive does less damage.
CHANGED -

- 200 gold cheaper
- Lowered base stats
- Now gives movement speed
- Passive gives more attack speed and deals more damage.
- Different build path
CHANGED -

- 200 gold cheaper
- Lowered base stats
- Now gives movement speed
- Passive gives more ap
- Different build path
BUFFED -

- 200 gold cheaper
- Adjusted stats
CHANGED -

- No longer gives Ability Haste
- Different build path
- Stronger active heal
- Now gives Health Regen
CHANGED -

- Now gives HP
- No more Magic Resist
- Now gives Health Regen
- Active heals a bit more
- Different build path
ADJUSTED -

- 600 gold cheaper
- No more

- Less hp, more magic resist.
- Different build path
BUFFED -

- Different build path
- 200 gold cheaper
CHANGED -

- 100 gold cheaper
- Lowered base stats
- Now gives Armor
- Passive damage redirect does more to you
- Different build path
CHANGED -

- Now BUILDS from

- 1200 more gold
- Passive gives more bonus stats.
- Now gives Mana Regen.
EPIC
ADJUSTED

- No longer automatically upgrades to

- Now gives Mana Regen
- Now gives bonus stats.
NEW -

- An Armor/Hp/Ability Haste recipe item towards Tank support items.
NEW -

- An HP/Mana Regen/Health Regen recipe item towards Enchanter support items.
My thoughts and opinion:
- Overall, I like how almost everything is cheaper (even if it they give a bit less stats) so that I can get to actually completing items more often.
-

- I like almost all the changes and adjustments, except for

- Really excited


- On the flip side,

- I think

-


-



-


-

-

- I think

Overall, I say, great job and I can't wait to play it all out!
About Me and other Guides
Main account Profile: Navcan
Smurf: Navn
Twitch Stream: twitch.tv/navcan
Tiktok: @navcan
Youtube: navcans
Hi there! I've been playing Lulu since her release(10 years ago)! This guide is just a very general guideline of how to play Lulu, with runes and itemization. If you'd like to ask more questions, drop a comment or drop by my stream! I stream almost everyday, and still play Lulu frequently. Thank you for reading!
If you're interested in my other guides:
Karma - Support Karma
Ashe - Support Ashe
Soraka - Support Soraka
Amumu - Support Amumu
Miss Fortune - Support Miss Fortune
Trundle - Support Trundle
Veigar - Support Veigar
Jarvan IV - Support Jarvan
Pantheon - Support Pantheon
Heimerdinger - Support Heimerdinger
Sona - Support Sona
Yuumi - Yuumi
Milio - Milio
Why Lulu? Pros/Cons
PROS:
- Pairs very well with hyper carries (check Synergies)
- Assassins hate her because her whole kit is designed to ruin their day.
- Lulu's laugh alone can tilt enemies (and your own teammates, be careful with this super power)
CONS:
- Can't engage
- No range
- Easily poked out
- Pairs very well with hyper carries (check Synergies)
- Assassins hate her because her whole kit is designed to ruin their day.
- Lulu's laugh alone can tilt enemies (and your own teammates, be careful with this super power)
CONS:
- Can't engage
- No range
- Easily poked out
Itemization
TLDR;
Shurelya's Battlesong and
Ionian Boots of Lucidity good.
Chemtech Putrifier if needed, otherwise
Staff of Flowing Water or
Ardent Censer.
There are 3 main mythics to buy, and generally speaking, you will be rushing one of these 3. Your early buys can include,
Ruby Crystal, since it builds into all 3 items, and
Faerie Charm, since that builds into almost everything you're looking to get anyways, so if you decide to get
Locket of the Iron Solari instead of
Echoes of Helia /
Shurelya's Battlesong, then you can still turn the
Faerie Charm into something regardless.
Reasons to get
Locket of the Iron Solari
- There's a lot of AoE damage on the enemy team to mitigate.
- There's a lot of burst champs that can kill you easily.
- Good when you're going even or behind. Even good when you're ahead, but not as optimal.
Reasons to get
Shurelya's Battlesong
- Most hypercarries don't have much mobility, you can give that to them so they can position to put out their damage.
- Just a good safe mythic choice. Can't go wrong with it.
Reasons to get
Echoes of Helia
- Very good item to snowball with as it will give you healing AND damage.
- You can auto-attack often as you can get Soul Shards off auto-attacking.
- If your lane partner has some mobility options like a Dash then you can focus more on dealing damage than peeling threats off your lane partner.
Boots/Shoes Choice
- This is dependent on if you have
Relentless Hunter or not. Means you're much less likely to buy
Mobility Boots
-
Mercury's Treads if there's an absurd amount of CC or vs high AP team comps.
-
Plated Steelcaps if there are multiple AD threats (at least 3)
-
Ionian Boots of Lucidity are a very safe choice and if you take
Cosmic Insight, then you will have
Flash every 4 minutes instead of 5, which is very nice for staying alive in fights.
-
Boots of Swiftness if they have some very crippling slows that are hard to avoid, such as
Ashe or
Trundle
Pillar of Ice
Staff of Flowing Water
- Pairs much better with AD casters, such as
Ezreal or
Kai'Sa, or while having multiple AP threats on your team.
- Works nicely with
Font of Life.
Ardent Censer
- I usually don't end up buying this item in general, because if your ADC isn't doing too great, it ends up being a relatively weak buy.
- The only reasons why I'd buy
Ardent Censer, is because I have at least another ranged Auto-Attack focused carry on my team (
Kayle,
Corki,
Graves,
Kindred etc etc). AND/OR your hypercarry is really fed.
- Works nicely with
Font of Life.
Mikael's Blessing
- I'd be looking to buy this if there's a bit of CC to get rid of, but if there's too much CC, then it won't feel impactful at all. The main choices of CC, usually
Ashe's
Enchanted Crystal Arrow, or
Twisted Fate stun card or other ranged hard CC abilities to get use against. Otherwise, better to just build other items.
- If you can self cast this by buffering it just before CC hits you, this also becomes a
Cleanse for yourself, which increases the value tremendously. Here is a youtube short demonstrating that. Mikaels as Cleanse
Redemption
- Relatively safe choice if none of the other legendaries look appealing to buy.
- If there isn't too much burst damage on the enemy team, then this'll be a great buy as it'll be likely you can get the heal and damage from the active to go through.
Chemtech Putrifier
- Enemy bot lane is
Soraka or
Sona or
Yuumi then I would outright rush
Oblivion Orb first. Since the healing reduction is exactly the same, as well as the way of application, sitting on
Oblivion Orb is fine, and completing it way later is highly recommended.
Anathema's Chains
- If there's only 1 particular threat on the enemy team, then you can buy this 2nd and just make that person absolutely miserable. Not very high value otherwise.
Vigilant Wardstone
- This item should be your last item.





There are 3 main mythics to buy, and generally speaking, you will be rushing one of these 3. Your early buys can include,






Mythics
Reasons to get

- There's a lot of AoE damage on the enemy team to mitigate.
- There's a lot of burst champs that can kill you easily.
- Good when you're going even or behind. Even good when you're ahead, but not as optimal.
Reasons to get

- Most hypercarries don't have much mobility, you can give that to them so they can position to put out their damage.
- Just a good safe mythic choice. Can't go wrong with it.
Reasons to get

- Very good item to snowball with as it will give you healing AND damage.
- You can auto-attack often as you can get Soul Shards off auto-attacking.
- If your lane partner has some mobility options like a Dash then you can focus more on dealing damage than peeling threats off your lane partner.
Boots/Shoes Choice
- This is dependent on if you have


-

-

-



-




Legendaries

- Pairs much better with AD casters, such as


- Works nicely with


- I usually don't end up buying this item in general, because if your ADC isn't doing too great, it ends up being a relatively weak buy.
- The only reasons why I'd buy





- Works nicely with


- I'd be looking to buy this if there's a bit of CC to get rid of, but if there's too much CC, then it won't feel impactful at all. The main choices of CC, usually



- If you can self cast this by buffering it just before CC hits you, this also becomes a


- Relatively safe choice if none of the other legendaries look appealing to buy.
- If there isn't too much burst damage on the enemy team, then this'll be a great buy as it'll be likely you can get the heal and damage from the active to go through.

- Enemy bot lane is






- If there's only 1 particular threat on the enemy team, then you can buy this 2nd and just make that person absolutely miserable. Not very high value otherwise.

- This item should be your last item.
How to use your abilities
TLDR;
Whimsy is OP,
Help, Pix! stealth champions, keep lane partner alive (unless they suck), then whoever's fed on your team, buff that person.
Passive -
Pix, Faerie Companion
- Your passive gets blocked by
minions
, so if you auto attack, try not to have the
minion
wave between you and your target, or just have your
Help, Pix! on them before you start auto attacking. However, you usually want to put your
Help, Pix! on your lane partner(hopefully an ADC), because they (usually) attack faster than you, so they can proc your passive every time they auto attack.
Q -
Glitterlance
- You want to try and get both bolts to hit the enemy(for the bonus damage), and generally, casting this at max range will rarely hit them(especially if you are walking at them). Try using your
Glitterlance as you are moving away from them so that
Pix, Faerie Companion trails behind you and the bolt from
Pix, Faerie Companion can hit them.
- This usually ends up hitting the minion wave in some way, and you will end up pushing the minion wave. So if you don't want to push, avoid using this.
- In a situation you need to setup your jungler/mid roam/top teleport, you might be able to
Help, Pix! an enemy(or ally!) minion, then aim your
Glitterlance at them for a sudden slow(assuming your
Glitterlance wouldn't reach initially), and that might just be enough to get the kill for your team. But be careful of your
Help, Pix! killing the minion.
- Most likely, as a support, you will be maxing this skill last.
W -
Whimsy
- This is your best ability in your entire kit. It is essentially a point and click stun, and that is one of the reasons why you would max this first, after putting a few points into your
Help, Pix!.
- To decide whether you should
Whimsy your team mate, or to use it on an enemy, generally speaking, using it on anything that does a lot of damage is a good thing. Using it against tanks is pretty pointless unless you are trying to stall a critical ability they want to use. Otherwise giving your ADC more mobility to position in team fights is better (and the attack speed)
- Every assassin hates this ability with a passion. If you have
Whimsy up and you keep your eye on them, and you time your
Whimsy once they jump in, they are going to mald.
E -
Help, Pix!
- You usually want to use this on your auto attack carry as they will proc your passive on every auto attack they do.
- In laning phase, you may want to shield yourself and auto attack the enemy (since no one has any items yet), and you can get some favorable trades and stay healthier. And since your auto attacks will usually do more damage than the enemy's if they auto attack back, you will win the trade.
- In certain moments, you can
Help, Pix! the enemy, and auto attack them once, and
Glitterlance for all 3 spellthief procs and stack it quickly. You can sit back until all 3 stacks are up, and just rinse and repeat, however you usually will draw minion aggro or your enemies may just turn on you and since you only shield, but not heal, it can go pretty bad if you're not careful.
- Using this on champions that stealth gives True Sight and if you can
Help, Pix! them BEFORE they stealth, you're going to ruin their day. Especially if they can be invisible and be right beside you (
Wukong,
Shaco,
Akali etc). Highly recommend.
R -
Wild Growth
- Most effective against Assassins usually, as they are sitting on top whoever is trying to kill your target(or even yourself). Which you can then
Whimsy the enemy that is jumping on you to keep them there and maybe even kill them.
- You can try using this with an engage as well, such as
Zac
Elastic Slingshot, to chain the CC. But if there are several threats that can turn onto your carrys, its better to hold onto this until you need to save someone.
- You COULD try to engage yourself, by
Flash onto the enemy, and using
Wild Growth on yourself, since it applies an AoE slow around yourself, and if you're just trying to hold someone still as long as possible, this is an option.


Passive -

- Your passive gets blocked by




Q -

- You want to try and get both bolts to hit the enemy(for the bonus damage), and generally, casting this at max range will rarely hit them(especially if you are walking at them). Try using your



- This usually ends up hitting the minion wave in some way, and you will end up pushing the minion wave. So if you don't want to push, avoid using this.
- In a situation you need to setup your jungler/mid roam/top teleport, you might be able to




- Most likely, as a support, you will be maxing this skill last.
W -

- This is your best ability in your entire kit. It is essentially a point and click stun, and that is one of the reasons why you would max this first, after putting a few points into your

- To decide whether you should

- Every assassin hates this ability with a passion. If you have


E -

- You usually want to use this on your auto attack carry as they will proc your passive on every auto attack they do.
- In laning phase, you may want to shield yourself and auto attack the enemy (since no one has any items yet), and you can get some favorable trades and stay healthier. And since your auto attacks will usually do more damage than the enemy's if they auto attack back, you will win the trade.
- In certain moments, you can


- Using this on champions that stealth gives True Sight and if you can




R -

- Most effective against Assassins usually, as they are sitting on top whoever is trying to kill your target(or even yourself). Which you can then

- You can try using this with an engage as well, such as


- You COULD try to engage yourself, by


Runes
TLDR; I think
Guardian is her best keystone, the Sorcery tree sucks, and adjust the minor runes accordingly. If I didn't mention a rune, then I thought it wasn't ever worth it. If you'd like me to add a rune to mention, leave a comment and I'll happily add it in.
Guardian
- This rune is great all-game-long. It's quite the fail-safe rune since in most cases, a strong defense, is a strong offense. But there are moments in which you have such an easy 2v2 match-up, you'll want more offensive capabilities which then you would take...
Summon Aery
- This is an offensive choice. You are looking for trades and overall, you will hit harder. But the rest of the Sorcery runes aren't as good(for Lulu), so I tend to lean towards Guardian in all match-ups, incase something happens (like an invade) or losing summoner spells/potions early will really minimize the advantage taking this brings.
Font of Life
- This won't provide too much in the early game, but if you build
Staff of Flowing Water or
Ardent Censer then this actually counts as healing and will proc those items. I believe it does NOT proc
Shurelya's Battlesong.
Bone Plating
- Excellent vs all-in lanes, and a Short-Ranged ADC, such as
Kai'Sa or
Samira, but not great vs
Caitlyn or
Jinx because it can get peeled off you very easily.
- When you have this up, with Guardian, and the enemy decides to all-in you, you will mitigate a bunch of damage, and that will allow your ADC to put out their damage since they aren't being focused. You can actually bait
Nautilus or other Hook champions to aim for you behind minion waves and suddenly turn it on them.
Second Wind
- Take this vs poke-heavy lanes, usually against Mages, and long range poke adcs.
Lulu struggles vs poke/distance, so having the sustain through lane will help out a lot.
Conditioning
- This is if neither
Bone Plating or
Second Wind will be useful, and this rune is absolutely amazing once it kicks in.
Unflinching
- Excellent against high CC teams, and for lane.
Leona,
Nautilus, etc etc
Revitalize
- If you plan on going with E -
Help, Pix! max, this is a great choice.
Manaflow Band
- This actually doesn't give you 25 mana when you hit an ability. Only your maximum mana increases. So if you can't get all 10 stacks for the bonus regen at the end during laning phase, I find this rune doesn't do a whole lot. After
Spellthief's Edge transforms, and purchasing a single
Faerie Charm, running out of mana is a rare occurance, if you manage your mana well.
Nimbus Cloak
- An amazing rune, being able to use
Ignite or
Exhaust or even
Heal to help reposition in fights.
Transcendence
- Ability Haste/CDR is just good.
Celerity
- If you are 100% buying
Shurelya's Battlesong and possibly take
Waterwalking, then this is a pretty good rune.
Scorch
- Pure laning rune, and becomes absolutely useless after 5 minutes into the game. You MUST have kill pressure or this is NOT worth it.
Waterwalking
- If you don't plan on killing your opponents early and look to look more, this is going to be pretty nice to get around a bit faster.
Gathering Storm
- While Lulu's AP ratio's aren't particularly impressive, this is a safe scaling choice.
Zombie Ward
- Having extra vision is nice, and swapping for sweeper level 1, after dropping a ward somewhere can get you a head start on this to controlling the lane/map.
- As long as you hit any ward once, the ward will spawn, you do not have to score the killing blow on the ward.
Ghost Poro
- This is incredibily helpful for dropping at choke points/ramps/jungle entrances. But it will take a relatively long time to stack.
- Would recommend against Junglers that tend to run at you very quickly, such as
Nunu & Willump
Hecarim
Rammus.
Ingenious Hunter
- Works nicely to stack
Ghost Poro or
Zombie Ward (to use
Oracle Lens or
Stealth Ward), as well as your Mythic usage.
- If you plan on going more actives (
Redemption or
Mikael's Blessing), also good value here.
Relentless Hunter
- Getting around the map faster is just good. Can't go wrong with this rune.
Treasure Hunter
- If you're a bit of a no-control-wards enthusiast, taking this rune will surprisingly get you to your item completed much faster than normal, and after some experimentation, I'm quite liking it.
Cosmic Insight
- Good to pair with
Relic Shield and taking
Biscuit Delivery for mana issues early, to play defensively against an all-in lane.
Biscuit Delivery
- Really only to be taken with the above
- You don't really need to take this if you decide to take
Spellthief's Edge. Much better suited for
Relic Shield
Magical Footwear
- I personally don't think it's worth it, but if you don't ever plan on roaming, then saving yourself 300 gold for this is pretty nice, on top of the extra +10 movement speed.

Keystones

- This rune is great all-game-long. It's quite the fail-safe rune since in most cases, a strong defense, is a strong offense. But there are moments in which you have such an easy 2v2 match-up, you'll want more offensive capabilities which then you would take...

- This is an offensive choice. You are looking for trades and overall, you will hit harder. But the rest of the Sorcery runes aren't as good(for Lulu), so I tend to lean towards Guardian in all match-ups, incase something happens (like an invade) or losing summoner spells/potions early will really minimize the advantage taking this brings.
Resolve

- This won't provide too much in the early game, but if you build




- Excellent vs all-in lanes, and a Short-Ranged ADC, such as




- When you have this up, with Guardian, and the enemy decides to all-in you, you will mitigate a bunch of damage, and that will allow your ADC to put out their damage since they aren't being focused. You can actually bait


- Take this vs poke-heavy lanes, usually against Mages, and long range poke adcs.


- This is if neither



- Excellent against high CC teams, and for lane.



- If you plan on going with E -

Sorcery

- This actually doesn't give you 25 mana when you hit an ability. Only your maximum mana increases. So if you can't get all 10 stacks for the bonus regen at the end during laning phase, I find this rune doesn't do a whole lot. After



- An amazing rune, being able to use




- Ability Haste/CDR is just good.

- If you are 100% buying



- Pure laning rune, and becomes absolutely useless after 5 minutes into the game. You MUST have kill pressure or this is NOT worth it.

- If you don't plan on killing your opponents early and look to look more, this is going to be pretty nice to get around a bit faster.

- While Lulu's AP ratio's aren't particularly impressive, this is a safe scaling choice.
Domination

- Having extra vision is nice, and swapping for sweeper level 1, after dropping a ward somewhere can get you a head start on this to controlling the lane/map.
- As long as you hit any ward once, the ward will spawn, you do not have to score the killing blow on the ward.

- This is incredibily helpful for dropping at choke points/ramps/jungle entrances. But it will take a relatively long time to stack.
- Would recommend against Junglers that tend to run at you very quickly, such as




- Works nicely to stack




- If you plan on going more actives (



- Getting around the map faster is just good. Can't go wrong with this rune.

- If you're a bit of a no-control-wards enthusiast, taking this rune will surprisingly get you to your item completed much faster than normal, and after some experimentation, I'm quite liking it.
Inspiration

- Good to pair with



- Really only to be taken with the above
- You don't really need to take this if you decide to take



- I personally don't think it's worth it, but if you don't ever plan on roaming, then saving yourself 300 gold for this is pretty nice, on top of the extra +10 movement speed.
Early/Mid/Late game
TLDR: Use your abilities efficiently, auto attack a lot, and whoever's carrying/doing well on your team, help them carry the game.
This will be divided into Offensive and Defensive since you'll be trying to achieve very different things in lane.
Reasons to go Offensive:
- You've taken
Ignite and
Summon Aery with
Spellthief's Edge and you're trying to stack it as fast as possible.
- You have an easier match-up (look up the threats section for match-ups)
- The enemy jungler doesn't gank very well early.
- You're looking to be quite aggressive by auto attacking a lot. If your lane partner is also working with you in your aggression, you can
Help, Pix! your lane partner since they likely attack faster than you, which is increasing your damage output. If your lane partner does not match your lane aggression, then you can shield yourself, and auto-attack once or twice for spellthief stacks and back away (so you don't take too much minion aggro damage)
- If you swapped your trinket to
Oracle Lens, you can also look to sit in the lane brush and try to hit your opponents from it. Just remember, the moment you begin to auto-attack from the brush, you will be revealed. But you can use
Glitterlance from the brush and hit them and you will NOT be revealed. Be careful not to tunnel vision on your aggression too much or else you may fall victim to a jungle gank or a mid roam, or even over extending too far and finding yourself 1vs2 because your lane partner isn't close enough to follow-up.
Reasons to go defensive:
- You took
Guardian ,
Relic Shield ,
Exhaust
- You have an even/losing match-up
- The enemy jungler's ganks are really hard to deal with.
- You'll be looking to use your abilities much less often, since you'll be missing mana regen from not having
Spellthief's Edge, so keep an eye on your mana.
- Try using
Relic Shield stacks on Cannon Minions and Melee minions to finish your quest as quickly as possible.
- Against lanes that all-in on you, keep an eye on your
Bone Plating and
Guardian cooldown as that can often decide if you live or die.
- Against lanes that poke you out constantly,
Second Wind will be your absolute savior, and you'll just be trying to survive laning phase and get to mid-game as soon as possible. You can look to shield yourself when you're lower hp so that
Second Wind will heal you for more over time.
- After 10 minutes into the game,
Teleport will turn into unleashed teleport, and you'll want to deny your opponents from teleporting onto a ward behind you in laning phase, or setup your team mates to teleport behind your enemies. By this time, you should have your support quest finished, and have
Oracle Lens.
- Whoever is performing well on your team, you'll likely be giving your resources to that player. Here's a general way of how to try to keep each role ahead:
Top - If they are on a side lane (top or bot) drop a few wards around them so that they can keep applying pressure on the side lanes and not die to the enemy team 2v1 or 3v1-ing them. Or you can even look to be near them and possibly even turn around the 2v1 or 3v1 by joining in the fight suddenly and turning it on the opponents.
Jungle - Keep an eye on your jungler so that you can keep clearing out vision with your jungler, dropping vision in the enemy jungle so that your jungle can invade and steal camps. Secure objectives like
Rift Herald
Dragon
Baron Nashor
Mid - Similar to Top lane, since after laning phase, (in most cases) both solo laners should be on side lanes applying pressure.
ADC - Stay with them, Shield and
Whimsy them, help them feel safe so they can auto-attack, warding bushes and enemy flanks.
- Identifying who is performing well and allocating your vision/abilities to them is all part of how to carry as a support! (although most of the time you won't be thanked/acknowledged for it unfortunately)
Laning Phase/Early Game
This will be divided into Offensive and Defensive since you'll be trying to achieve very different things in lane.
Reasons to go Offensive:
- You've taken



- You have an easier match-up (look up the threats section for match-ups)
- The enemy jungler doesn't gank very well early.
- You're looking to be quite aggressive by auto attacking a lot. If your lane partner is also working with you in your aggression, you can

- If you swapped your trinket to


Reasons to go defensive:
- You took



- You have an even/losing match-up
- The enemy jungler's ganks are really hard to deal with.
- You'll be looking to use your abilities much less often, since you'll be missing mana regen from not having

- Try using

- Against lanes that all-in on you, keep an eye on your


- Against lanes that poke you out constantly,


- After 10 minutes into the game,


Mid/Late Game
- Whoever is performing well on your team, you'll likely be giving your resources to that player. Here's a general way of how to try to keep each role ahead:
Top - If they are on a side lane (top or bot) drop a few wards around them so that they can keep applying pressure on the side lanes and not die to the enemy team 2v1 or 3v1-ing them. Or you can even look to be near them and possibly even turn around the 2v1 or 3v1 by joining in the fight suddenly and turning it on the opponents.
Jungle - Keep an eye on your jungler so that you can keep clearing out vision with your jungler, dropping vision in the enemy jungle so that your jungle can invade and steal camps. Secure objectives like



Mid - Similar to Top lane, since after laning phase, (in most cases) both solo laners should be on side lanes applying pressure.
ADC - Stay with them, Shield and

- Identifying who is performing well and allocating your vision/abilities to them is all part of how to carry as a support! (although most of the time you won't be thanked/acknowledged for it unfortunately)
13.11 Tier List
DUE TO ALL THE CHANGES, THE TIERLIST WILL BE ON PAUSE FOR THIS PATCH AS A LOT OF CHAMPIONS WILL BE MOVING AROUND.
Grading Explanation below the lists! Check the RANK too!
- Lulu's still a decent champion, and theres a lot of assassin players that absolutely hate play against her, and that alone can create the tilt factor.


Tier List Grading Points
- Winrates
- Champion Difficulty (more relevant in platinum and below)
- Counter-play (more relevant in platinum and below)
- Flex pick for draft (more relevant in diamond+)
- Early game (more relevant in diamond+)
- Late game/scaling (more relevant in platinum and below)
Overall Points:
- Games last longer the lower in elo you go. Therefore, mage supports tend to do much better since you can buy your items, and you basically become another carry threat. This leads to enchanters/engage being weaker in lower level play since you would rely on your teammtes more often.
- Champions that are fundamentally easier to execute on will have higher win rates. Since it is more unlikely players are pilot-ing their champion runes/builds/kit efficiently, the easier the champion, the more likely to maximize their kits. This is especially apparent in Platinum and below.
- I would recommend playing any of the champs in S+, S, or A. However you can climb on almost anything, provided you always look to maximize your champion kit, mechanics, and impact on the game. Winning is the result of improving.
Grading Explanation below the lists! Check the RANK too!
- Lulu's still a decent champion, and theres a lot of assassin players that absolutely hate play against her, and that alone can create the tilt factor.
13.11 Plat and Below

13.11 Diamond+

Tier List Grading Points
- Winrates
- Champion Difficulty (more relevant in platinum and below)
- Counter-play (more relevant in platinum and below)
- Flex pick for draft (more relevant in diamond+)
- Early game (more relevant in diamond+)
- Late game/scaling (more relevant in platinum and below)
Overall Points:
- Games last longer the lower in elo you go. Therefore, mage supports tend to do much better since you can buy your items, and you basically become another carry threat. This leads to enchanters/engage being weaker in lower level play since you would rely on your teammtes more often.
- Champions that are fundamentally easier to execute on will have higher win rates. Since it is more unlikely players are pilot-ing their champion runes/builds/kit efficiently, the easier the champion, the more likely to maximize their kits. This is especially apparent in Platinum and below.
- I would recommend playing any of the champs in S+, S, or A. However you can climb on almost anything, provided you always look to maximize your champion kit, mechanics, and impact on the game. Winning is the result of improving.
Want to know more?
If you have any questions, leave a comment below! I'll be editing this as I go and be sure to let you know once I have more updates. Or if you'd like to ask me a question directly, you can go to my twitch stream! twitch.tv/navcan
There's also my tiktok
And my youtube!
Cheers and thank you for reading! Good luck on the rift
There's also my tiktok
And my youtube!
Cheers and thank you for reading! Good luck on the rift
[13.11] Lulu SUPPORT + UPDATED ITEMS + TIER LIST
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